A skeleton, and an honest answer first

AI Rigging

Bones and skin weights for humanoid characters — with a pre-flight check that looks at your model and tells you if it cannot be rigged, before anything is spent.

What it does

Standard humanoid skeleton

A conventional layout, which is what makes motion libraries and engine retargeting available without per-character remapping.

Checked before charged

The studio photographs your model from the viewer and has it assessed. Not a humanoid, or not in a T-pose, and you are told why in a sentence.

Reasons, not refusals

“The arms are angled down in an A-pose rather than straight out to the sides” — specific enough to act on.

You can override

Vision misjudges silhouettes, and a false negative should never block a model that would have rigged fine.

How it works

  1. Load a humanoid in a T-poseArms straight out to the sides, legs straight and slightly apart, facing forward.
  2. Press rigA frame is captured from the viewer and assessed first.
  3. Read the verdictRiggable, and it proceeds. Not riggable, and you get the reason plus the choice to continue anyway.
  4. Inspect the weightsAutomatic skinning is reliable at the torso and progressively less so at the extremities.

What people use it for

  • Getting a generated character animatable without hand-rigging
  • Rigging an uploaded humanoid mesh
  • Preparing characters for a motion capture or animation library
  • Prototyping character movement before committing to a bespoke rig

What it cannot do

  • Humanoids in a T-pose only. An A-pose looks riggable and is not — the joints land wrong
  • Quadrupeds, vehicles and props have no standard skeleton to match against
  • You get bones and weights, not a rig — no IK controls, pole vectors or control hierarchy
  • Fingers, jaw and thin overlapping geometry usually need a weighting pass by hand

The details

Input
A humanoid mesh in a T-pose
Pre-flight check
Humanoid and pose, from viewer frames
Override
Available
Chain
GLB converted to FBX automatically